Exemple #1
0
/**
**  Make new player colors
**
**  @param l  Lua state.
*/
static int CclNewPlayerColors(lua_State *l)
{
	LuaCheckArgs(l, 0);
	SetPlayersPalette();

	return 0;
}
Exemple #2
0
/**
**  Load all.
**
**  Call each module to load additional files (graphics,sounds).
*/
void LoadModules()
{
	LoadFonts();
	LoadIcons();
	LoadCursors(PlayerRaces.Name[ThisPlayer->Race]);
	UI.Load();
#ifndef DYNAMIC_LOAD
	LoadMissileSprites();
#endif
	LoadConstructions();
	LoadDecorations();
	LoadUnitTypes();

	InitPathfinder();

	LoadUnitSounds();
	MapUnitSounds();
	if (SoundEnabled()) {
		InitSoundClient();
	}

	SetPlayersPalette();
	UI.Minimap.Create();

	SetDefaultTextColors(UI.NormalFontColor, UI.ReverseFontColor);
}
Exemple #3
0
/**
**	Create palette.
*/
global void VideoCreatePalette(struct Palette* palette)
{
    int i;

    for(i = 0; i < 256; i++) {
	Pixels[i]=SDL_MapRGB(Screen->format,
		(palette[i].r<<2)&0xFF,
		(palette[i].g<<2)&0xFF,
		(palette[i].b<<2)&0xFF);
	DebugLevel3(__FUNCTION__": %02x %02x %02x\n",
		(palette[i].r<<2)&0xFF,
		(palette[i].g<<2)&0xFF,
		(palette[i].b<<2)&0xFF);
    }
    SetPlayersPalette();
}
Exemple #4
0
/**
**	Create palette.
*/
global void VideoCreatePalette(struct Palette* palette)
{
    XColor color;
    XWindowAttributes xwa;
    int i;

    //
    //	Get some colors:
    //
    XGetWindowAttributes(TheDisplay,TheMainWindow,&xwa);
    for( i=0; i<256; ++i ) {
	color.red=palette[i].r*65535/63;
	color.green=palette[i].g*65535/63;
	color.blue=palette[i].b*65535/63;
	color.flags=DoRed|DoGreen|DoBlue;
	if( !XAllocColor(TheDisplay,xwa.colormap,&color) ) {
	    fprintf(stderr,"Cannot allocate color\n");
	    exit(-1);
	}
	Pixels[i]=color.pixel;
    }

    SetPlayersPalette();
}
Exemple #5
0
/**
**	Make new player colors
*/
local SCM CclNewPlayerColors(void)
{
    SetPlayersPalette();

    return SCM_UNSPECIFIED;
}
Exemple #6
0
/**
**  CreateGame.
**
**  Load map, graphics, sounds, etc
**
**  @param filename  map filename
**  @param map       map loaded
**
**  @todo FIXME: use in this function InitModules / LoadModules!!!
*/
void CreateGame(const char *filename, CMap *map)
{
	int i;

	if (SaveGameLoading) {
		SaveGameLoading = 0;
		// Load game, already created game with Init/LoadModules
		CommandLog(NULL, NoUnitP, FlushCommands, -1, -1, NoUnitP, NULL, -1);
		return;
	}

	InitVisionTable(); // build vision table for fog of war
	InitPlayers();
	
	if (Map.Info.Filename.empty() && filename) {
		char path[PATH_MAX];
		
		Assert(filename);
		LibraryFileName(filename, path, sizeof(path));
		if(strcasestr(filename, ".smp")) {
			LuaLoadFile(path);
		}
	}

	for (i = 0; i < PlayerMax; ++i) {
		int playertype = Map.Info.PlayerType[i];
		// Network games only:
		if (GameSettings.Presets[i].Type != SettingsPresetMapDefault) {
			playertype = GameSettings.Presets[i].Type;
		}
		CreatePlayer(playertype);
	}

	if (filename) {
		if (CurrentMapPath != filename) {
			strcpy_s(CurrentMapPath, sizeof(CurrentMapPath), filename);
		}

		//
		// Load the map.
		//
		InitUnitTypes(1);
		LoadMap(filename, map);
		
		// HARDCODING FOG OF WAR TRUE.  It doesn't currently use preferences on a game restart - Should be changed 
		map->NoFogOfWar = true;
		Map.Reveal();
	}

	GameCycle = 0;
	FastForwardCycle = 0;
	SyncHash = 0;
	InitSyncRand();

	if (IsNetworkGame()) { // Prepare network play
		DebugPrint("Client setup: Calling InitNetwork2\n");
		InitNetwork2();
	} else {
		if (LocalPlayerName && strcmp(LocalPlayerName, "Anonymous")) {
		  ThisPlayer->SetName(LocalPlayerName);
		}
	}

	CallbackMusicOn();

#if 0
	GamePaused = true;
#endif

	if (FlagRevealMap) {
		Map.Reveal();
	}

	//
	// Setup game types
	//
	// FIXME: implement more game types
	if (GameSettings.GameType != SettingsGameTypeMapDefault) {
		switch (GameSettings.GameType) {
			case SettingsGameTypeMelee:
				break;
			case SettingsGameTypeFreeForAll:
				GameTypeFreeForAll();
				break;
			case SettingsGameTypeTopVsBottom:
				GameTypeTopVsBottom();
				break;
			case SettingsGameTypeLeftVsRight:
				GameTypeLeftVsRight();
				break;
			case SettingsGameTypeManVsMachine:
				GameTypeManVsMachine();
				break;
			case SettingsGameTypeManTeamVsMachine:
				GameTypeManTeamVsMachine();

			// Future game type ideas
#if 0
			case SettingsGameTypeOneOnOne:
				break;
			case SettingsGameTypeCaptureTheFlag:
				break;
			case SettingsGameTypeGreed:
				break;
			case SettingsGameTypeSlaughter:
				break;
			case SettingsGameTypeSuddenDeath:
				break;
			case SettingsGameTypeTeamMelee:
				break;
			case SettingsGameTypeTeamCaptureTheFlag:
				break;
#endif
		}
	}

	//
	// Graphic part
	//
	SetPlayersPalette();
	InitIcons();
	LoadIcons();

	LoadCursors(PlayerRaces.Name[ThisPlayer->Race]);
	UnitUnderCursor = NoUnitP;

	InitMissileTypes();
#ifndef DYNAMIC_LOAD
	LoadMissileSprites();
#endif
	InitConstructions();
	LoadConstructions();
	LoadUnitTypes();
	LoadDecorations();

	InitSelections();

	InitUserInterface();
	UI.Load();

	UI.Minimap.Create();
	Map.Init();
	PreprocessMap();

	//
	// Sound part
	//
	LoadUnitSounds();
	MapUnitSounds();
	if (SoundEnabled()) {
		InitSoundClient();
	}

	//
	// Spells
	//
	InitSpells();

	//
	// Init units' groups
	//
	InitGroups();

	//
	// Init players?
	//
	DebugPlayers();
	PlayersInitAi();

	//
	// Upgrades
	//
	InitUpgrades();

	//
	// Dependencies
	//
	InitDependencies();

	//
	// Buttons (botpanel)
	//
	InitButtons();

	//
	// Triggers
	//
	InitTriggers();

	SetDefaultTextColors(UI.NormalFontColor, UI.ReverseFontColor);

#if 0
	if (!UI.SelectedViewport) {
		UI.SelectedViewport = UI.Viewports;
	}
#endif
	UI.SelectedViewport->Center(
		ThisPlayer->StartX, ThisPlayer->StartY, TileSizeX / 2, TileSizeY / 2);

	//
	// Various hacks wich must be done after the map is loaded.
	//
	// FIXME: must be done after map is loaded
	InitAStar();
	//
	// FIXME: The palette is loaded after the units are created.
	// FIXME: This loops fixes the colors of the units.
	//
	for (i = 0; i < NumUnits; ++i) {
		// I don't really think that there can be any rescued
		// units at this point.
		if (Units[i]->RescuedFrom) {
			Units[i]->Colors = &Units[i]->RescuedFrom->UnitColors;
		} else {
			Units[i]->Colors = &Units[i]->Player->UnitColors;
		}
	}

	GameResult = GameNoResult;

	CommandLog(NULL, NoUnitP, FlushCommands, -1, -1, NoUnitP, NULL, -1);
	Video.ClearScreen();
}